# [12:32] <annevk2> "If getContext() is subsequently called with any other string, the WebGLRenderingContext shall be detached from its Canvas object (the canvas attribute will be null). API calls may still be made on the WebGLRenderingContext object and readPixels() may be used to obtain the contents of the drawing buffer. But the contents shall no longer be shown on the page."

# [12:33] <annevk2> it doesn't say it if can become attached again afterwards

# [12:33] <Philip`> Also doesn't say what happens if you have a reference to a 2D context then get a WebGL context then use the 2D context

# [12:36] <Philip`> Maybe HTML5 ought to define a mechanism for new contexts to be defined that interact with other contexts in various ways (e.g. one context being a vendor-specific extension of another context, or one being exclusive to all other contexts, etc)

# [12:36] <annevk2> or it should say that exclusive contexts are verboten

# [13:09] <workmad3> they don't run quite as fast, and have nowhere near as much memory, but the feature-set of the chips in use is pretty modern and allows for more sophisticated stuff than consoles from 10 years ago did

# [13:09] <Philip`> At least they don't have to bother with HD resolution output

# [13:09] <workmad3> that said, you don't need to render in anywhere near as high resolution or store as much geometry :)

# [13:19] <workmad3> heh, I'm going by what the phones I worked on that had that resolution called it :)

# [13:21] <workmad3> still, AFAIK, the graphics chips available to phones are capable of the raw power required to do all the effects that modern consoles are capable of, the restricting points are things like the physics engines and other processing that's required to get the data ready for the screen in a game